
#include "TutorialApplication.h"

#include "GameManager.h"
#include "global.h"

#include "IntroState.h"

//-------------------------------------------------------------------------------------
TutorialApplication::TutorialApplication(void)
{

}
//-------------------------------------------------------------------------------------
TutorialApplication::~TutorialApplication(void)
{

}

//-------------------------------------------------------------------------------------
void TutorialApplication::createScene(void)
{
Ogre::LogManager::getSingletonPtr()->logMessage("\n*** Entering TutorialApplication::createScene(void)****");
device_info device;
device.ogre=Ogre::Root::getSingletonPtr();




//Create the game state manager here.
GameStateManager GameStateMgr(&device);
//Create the game states.
IntroState::Create(&GameStateMgr,"IntroState");
//Start the game state manager running.
GameStateMgr.start(GameStateMgr.findByName("IntroState"));

/*

mSceneMgr->setAmbientLight(Ogre::ColourValue(1.0, 1.0, 1.0));

Ogre::Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh");
Ogre::SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("HeadNode");
headNode->attachObject(ogreHead);
*/

Ogre::LogManager::getSingletonPtr()->logMessage("\n*** Exiting TutorialApplication::createScene(void)****");

}



#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
#endif


